Revision Log:
v 1.X.X >> Build identity changes / Complete build overhaul
v X.1.X >> Central idea stays; only mod order changes / or Major guide rework
v X.X.1 >> No change in setup; Minor guide edits only
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Why do we use?
Pox Notes:
Tox clouds inherit modded elements
Dot damage from toxin clouds are able to stack enervate separately.
Like with all 'old gas' toxin clouds, these clouds can headshot
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ELECTRIC PROGEN -- To create 0 cost corrosive. We will be using blast for this setup, used for additional aoe and exploiting the way Enervate stacks as will be explained below vv
Enervate? -- Flat crit chance per tick. "Resets" after 6 orange. This will be our main CC, and with Enervate we can climb to much higher chances than ever.
Why Blast? -- Blast is AOE damage that explodes throughout our chains, giving us some fun area DPS and overlapping damage ticks
- Blast counts as a separate 'tick' for Enervate but is also read as a status effect. In short, this means that individual blast ticks are able to stack Enervate by themselves, but do not contribute to a reset, allowing us to overstack Enervate theoretically infinitely.
Blast ticks in combination with clouds means we can massively overstack enervate before it has time to reset for effortless red crits and potentially exclamation crits.
- PHC is for blast weight and raw elemental damage on especially cloud ticks
Hornet Strike -- Necessary base damage that applies to all damage.
Optionally G Shot; Tox clouds have a 250% CO effectiveness on attached targets, affected every tick.
Cannonade is not an option
PTC + MAGNETIC MIGHT IN EMPTY SLOT -- Magnetic + crit damage mods for Enervate
Expel -- Default faction bonus, applies again to blast ticks.
- This mod is very technical, swappable for Elementalist
optional unranked primed ammo mutation mods in exilus cost 0 mod space
PRIME VIRAL EXTERNALLY